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Tinkerer

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GRAVEKEEPERS

is a Deck revolving around the Field Spell "Necrovalley". "Necrovalley" is a Field spell That prevents players from mangling with eachothers graveyards. Shutting down lots of combos and interactions that involve the graveyard, Most monster effects in this archetype revolve around sending eachother to the graveyard, and Necrovalley,

The boss monsters include:Gravekeepers Supernatrualist, afusion monster and the ONLY fusion monster in the strat.

2.Gravekeepers oracle-highest level

3.Gravekeepers Visionary.

NEXT:

The archetype that is my FAVORITe AND I USE IN DUEL LINKS...Sylvan

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19 hours ago, Chu The Shooting star said:

GRAVEKEEPERS

is a Deck revolving around the Field Spell "Necrovalley". "Necrovalley" is a Field spell That prevents players from mangling with eachothers graveyards. Shutting down lots of combos and interactions that involve the graveyard, Most monster effects in this archetype revolve around sending eachother to the graveyard, and Necrovalley,

The boss monsters include:Gravekeepers Supernatrualist, afusion monster and the ONLY fusion monster in the strat.

2.Gravekeepers oracle-highest level

3.Gravekeepers Visionary.

NEXT:

The archetype that is my FAVORITe AND I USE IN DUEL LINKS...Sylvan

1. That is not how the game works. You are supposed to make a new idea based on the previous name given and then give a NEW name for the next person.

2. The previous name was GraveMAKERS, not GraveKEEPERS.

 

Since the prompt was not completed, the next prompt should still be:

Gravemakers

 

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Gravemakers

A DARK archetype of Illusionist-type Assassins.  They are monsters that operate as a battle phase-focused mill strategy: a combination that should not work at all, but does entirely because they use a unique mechanic: the "Deep Grave".

The "Deep Grave" is just face-down cards in the GY.  The Gravemakers have the common Illusionist effect, but at the end of the Damage Step, the opponent has to send all other copies of their battling monster to the GY face-down from everywhere (hand, Deck, or Extra Deck).  If they cannot, their battling monster is sent instead.

With this unique form of removal draining the opponent's resources, the Gravemakers are surprisingly defensively focused despite revolving around the battle phase.  Their Spells offer monster protection, limit the opponent's options in MP1, and mitigate battle damage while giving you more monsters to ramp up the deck destruction.  Their only traps are Counter Traps which are meant to force the opponent into different lines of play.

 

Next: Custominer -OR- Minorre

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Custominer's:

This archetype Mainy Focused on Sending cards from your deck to the Graveyard to activate the Effects of Custominers that were sent to the Grave.

The Miners looks include Fat miners, Strong Miners, Skinny Miners, and one thats on lunch Breck.

All the Monsters have a Custom tool thats usally way larger than them, Such as the card "Custominer Custom Pikaxe" and "Custominer Custom Jackhammer". 

Here's a Test card:

 

Custominer Custom Pikaxe

A:Earth  Type:Rock\effect

Level: 4     1300\1200

Once per Turn by Discarding a card you can send the Bottem card of your deck to the graveyard. When this card is sent from

the deck to the Graveyard You can Summon It in Defence Position.

2 Fusion Bosses are:

Custominer Custom Mechadrill

Custominer Custom Wreckerball

Next:Roughwater rider

Edited by Chu The Shooting star
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  • 1 month later...

Roughwater Rider

A Level 1 WATER Fairy archetype that depict little sprites, pixies, and other faefolk that ride on leaves, lily-pads, and small animals down rivers.

The archetype's entire focus is versatility.  They spam the field with Level 1s to make their archetypal Rank 1s with different numbers of Xyz Materials.  Their Rank 1s all have the following common effect:
- "You can make this card gain Ranks equal to the number of its Xyz Materials, then, immediately after this effect resolves, Special Summon 1 monster with the same Rank as this card by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)"

This gives them access to a huge variety of Xyzs which you can build a strategy around, though most often you'd be limited to Ranks 3 & 4.  If you use a small Roughwater package, you should be able to easily use some of the more conditional Rank 3/4s, but if you wanna access the higher Ranks, you'd have to use some of the more odd Roughwater tools including stuff like Rank manipulation, Rank-down-magics, and Material attaching.

As a pure deck, they are fairly limited, with their archetypal boss monster being a powerful, but largely xenophobic Rank 6.


Next: Skeleband

Edited by Tinkerer
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Next: Skeleband

Low-Level Zombie-Type monsters with poor ATK/DEF that focus on Special Summoning monsters, taking control of monsters or Special Summoning from your opponent's GY and making them Zombies and after a full combo end up with Zombie Synchro Monsters with high ATK/DEF and strong effects.

Next: Oceanlution and Ocean Lord (I have already finished making the Oceanlution and Ocean Lord cards and i want to see how you imagine it.)

Edited by John49WS1
I forgot these: "()"
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2 hours ago, John49WS1 said:

Next: Oceanlution and Ocean Lord (I have already finished making the Oceanlution and Ocean Lord cards and i want to see how you imagine it.)

Oceanlution and Ocean Lords. Oceanlution are Low-level Sea-Serpant monsters and Continous Spells and traps that provide blanket buffs/protection and allow the ability to evolve into Ocean Lords. Ocean Lords are high level Aqua monsters that must tribute a continuous Spell/Trap and Banish a Sea-Serpent from the GY to activate powerful effects up to thrice per turn (Such as requiring an opponent to offer a tribute, Discard, or even allow you to Summon from the Extra deck using banished monsters as material. The Field Spell is also an Ocean Lord card that makes Ocean Lords unaffected by card effects while you control a Oceanlution, allows extra attacks by banishing Continuous Spell/Traps, and prevents cards from being banished face-down.

 

Inspired by WATER strategies, Weatherpainters, and Evolsaurs.

 

Next: Wiinter

 

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Next: Wiinter

 

19 hours ago, Loleo said:

Oceanlution and Ocean Lords. Oceanlution are Low-level Sea-Serpant monsters and Continous Spells and traps that provide blanket buffs/protection and allow the ability to evolve into Ocean Lords. Ocean Lords are high level Aqua monsters that must tribute a continuous Spell/Trap and Banish a Sea-Serpent from the GY to activate powerful effects up to thrice per turn (Such as requiring an opponent to offer a tribute, Discard, or even allow you to Summon from the Extra deck using banished monsters as material. The Field Spell is also an Ocean Lord card that makes Ocean Lords unaffected by card effects while you control a Oceanlution, allows extra attacks by banishing Continuous Spell/Traps, and prevents cards from being banished face-down.

 

Inspired by WATER strategies, Weatherpainters, and Evolsaurs.

 

Next: Wiinter

 

Wiinter Monsters. Wiinter monsters are level 5 and lower LIGHT monsters. They have Quick Effects from the hand or field that negate effects by sending Wiinter monsters from the hand or field to the GY. They also focus on Synchro and Fusion Monsters, with the combination of Tuners and Fusion cards which summon both fusion and tuners at the same time (like Ultra Fusion). Synchro Monsters banish cards, return to the hand or Deck, tribute "Wiinter" monsters on the field to activate various Effects, gain LP and negate card effects on the field.

Also about the "Oceanlution" and "Ocean Lord", the 80% of the archetype features you explained were actually the same.

Next: Savage (Extra) Deck

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Savage (Extra) Deck

The Savage Deck Strategy is Attack, Attack, Attack! Besides the stats necessary for that to work, they have a piercer, a direct attacker, an Honest and multiple multi attackers. Not much effects that do something outside the Battle Phase and very little in the name of backrow support with none of it lasting beyond their two field spells. Monsters go up to Level 6 in Beast Warriors, Warriors, and Machines of various attributes named 'Savage Deck Challenger's.  Savage Deck itself is a field spell showing a deck (as in an observation deck or on a ship) with a bunch of monsters in a battle royale on it. It allows both players to normal summon 1 extra monster they draw by revealing it in their hand but forces them to pay a hefty fee if that monster didn't attack this turn as well as giving every battle an 'ancient gear' style condition which doesn't hurt these guys and their nonexistent backrow. "Bonus Round! Savage Extra Deck" shows a small cage match held above the regular Savage Deck battlefield allowing you to easily special summon the Savage Extra Deck Challenger fusion monsters but allows your opponent 1 deck special summon per fusion summon so your fighters have challengers. It also negates the effects of all monsters upon destruction.

 

Next: Spice Sage OR Inversity.

Edited by MickeyDee
Made suggestion more generic so Thyme could be a member and added alternative.
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On 5/31/2023 at 9:50 PM, MickeyDee said:

Inversity

Inversity are cards that swap stats of mostly opponent's cards, such as attributes (LIGHT/DARK, EARTH/WIND, WATER/FIRE) and levels (13-current level) to perform Synchro and XYZ summons. The ED monsters Swap ATK/DEF, player's LP, invert gains and losses in effects, and their boss monster allows you to swap hand sizes with your opponent once per duel (If you have less cards in hand you draw cards equal to the difference and your opponent discards cards equal to the difference).

Next: Spice Sage

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Spice Sages

 

These FIRE Psychics don't count for much individually, but they're great at spicing up your other monsters. Each one has a once per turn buff to a separate monster and/or debuff to your opponent's monster as they find it too hot to handle. Given most members' small stats, the intended playstyle playing them pure is to use their effects on Spice Sage Vanilla who true to his name is a Vanilla Gene Warped Werewolf stat monster but really, like all spices it is expected you pair them with something more substantial. They add flavor but they aren't the main course.

 

Psycho Somatic

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  • 3 weeks later...

Psycho Somatic 

How do you cure a disease which has symptoms, but no cause? How do you defeat that which your very senses perceive as real, but truly isn't? The Psycho Somatic are beings that defy conventionality, able to impact debilitating phantom pains upon people and monsters or put entire communities into fits of mass hysteria; all the while often being immune to physical interaction. These DARK, Psychic monsters use their ghastly powers of suggestion to cripple your opponents monsters strength and effects and pair well with their archetypal Spell cards called "Psycho Hysteria" spells. Once a nexus of madness is made and their Syncho Monsters are unleashed, the opponent will have a hard time being able to control their own monsters in the form of monster negation, forcing them into attacks or battle position changes, and find your own abilities to cure them with your own card effects to be fruitless. 

Name: Psycho Somatic Mad Gasser

DARK/Psychic/Tuner/Effect

Level 2

ATK 0/DEF 0

Effect: "When this card is Summoned, negate the effects of a face-up monster your opponent controls, and if you do, switch it to Defense Position. You can only use this effect of "Psycho Somatic Mad Gasser", once per turn. Neither player takes any battle damage from attacks involving this card. If this card is sent to the GY for the Synchro Summon of a "Psycho Somatic" Synchro Monster; that monster gains this effect.
● Monsters your opponent control are unaffected by Spell cards, except "Psycho Hysteria" Spells."   

PsychoSomaticMadGasser.thumb.jpeg.d5ec84333d76ba52ef7c679e08b634cd.jpeg

Name: Psycho Hysteria - Dancing Plague 

Normal Spell 

Effect: Change the battle position of all face-up monsters, except "Psycho Somatic" monsters, then for each "Psycho Somatic" Synchro Monster you control, change the battle position of 1 face-up monster on the field. Until the End Phase of this turn, destroy any monster that has changed its battle position more than once this turn.

PsychoHysteria-DancingPlague.thumb.jpeg.e6a04eb61673bf35d941df85ca4438db.jpeg

 

Next: Dieviner (A portmanteau of Die (the singular of dice) and diviner (from divination)) or feel free to interpret the word as you see fit.

(Bonus) I used the A.I. Art feature for both cards, here is an alternate art for Mad Gasser.  Creepy and cool, but not what I was going for.
image.png.ac67b4c35116910ac11f6c29ac6cec63.png

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  • 4 weeks later...

Dieviner

One of those archetypes that lives or dies by its field spell. The field spell works as follows: Each time you roll 2 or more die, you can choose 1 of the die results, excavate cards from the top of your Deck equal to that result, and add 1 "Dieviner" monster from among them whose Level equals the result.

This field spell leads to the archetypal monsters' gimmicks: rolling dice, Special Summoning themselves, stacking the deck, and triggering effects when excavated. Think Flower Cardians, but instead of self destructing if they draw out-of-archetype stuff, they self destruct if you can't stack the deck appropriately.

The archetypal monsters range from 1-6 and they have a couple tuners, so the best bet is usually making big multi-negate end boards using Synchros and Links. They have a Sync-8 Fiend boss dubbed "Archbeast of Dievination" with a nuke effect if you roll 3 sixes after it's been summoned.

 

Next: Sparx

 

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Sparx

Sparx archetype is a Thunder type monster with a fire attribute. every monster in this archetype has inflict damage when effect is triggered, and also some of card has more effect when your opponent take damage by the effect of Sparx card. For example:

Sparx Hurry-Kane

Thunder-type/ FIRE / Level 4 / ATK 1500/ DEF 1400

Effect:

Once per turn, this card cannot be destroyed by battle. When this card Attack(s) or Attacked, inflict 800 damage to your opponent LP. Once per turn, if your opponent take Effect Damage (except by the effect of "Sparx Hurry-Kane"), you can Special Summoned this card from your graveyard, and if you do, inflict 500 damage to your opponent LP.

This archetype has a various support card, and many Link monsters to Burn your opponent Life Point. Is actually a modern Burn archetype deck.

Next : Calorify

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Calorify
Archetype of LIGHT Pyro monsters that are based on unlocking different effects the more ATK they have. The monsters, on top of standard support effects like on-Summon searchers, self-Summoning from hand, self-revival, etc. they all have 2-3 effects they gain depending on their ATK. The final effect allowing them to Tribute themselves to Summon an archetype member with a higher Level/Rank/Rating depending of their original Monster Card type, until there are no bigger members in their pool. As such, they also play as an pseudo-LV or Rank-Up archetype. This Level-up effect cannot be negated so there is little to no risk for using it.
The Spell/Traps also provide standard support (e.g. searcher, negation Counter Trap, a reviver) in addition to providing ATK to your monsters in one way or another. For example, it can be a temporary large boost, a small permanent boost, and so on. Also some remain on the field, becoming Cont. Spell/Traps that provide ATK to your monsters.

Example:

Calorify Pixie
LIGHT/Pyro/Level 2/Effect/Tuner
800/100
If this card is Normal or Special Summoned: You can add 1 "Calorify" monster from your Deck to your hand.
This cards gains these effects depending on its current ATK.
1000+ ATK: Cannot be destroyed by battle.
1500+ ATK: The effects of your opponent's monsters on the field cannot be activated.
1800+ ATK: (Quick Effect): You can Tribute this card; Special Summon 1 Level 2 to 3 "Calorify" monster from your hand, Deck or GY. This effect cannot be negated. Your opponent cannot activate cards or effects in response to the Summon of the monster Summoned by this effect.
You can only use each effect of "Calorify Pixie" once per turn.


Next:
Abyssquallo




 

Edited by Darj
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2 hours ago, Darj said:

Calorify
Archetype of LIGHT Pyro monsters that are based on unlocking different effects the more ATK they have. The monsters, on top of standard support effects like on-Summon searchers, self-Summoning from hand, self-revival, etc. they all have 2-3 effects they gain depending on their ATK. The final effect allowing them to Tribute themselves to Summon an archetype member with a higher Level/Rank/Rating depending of their original Monster Card type, until there are no bigger members in their pool. As such, they also play as an pseudo-LV or Rank-Up archetype. This Level-up effect cannot be negated so there is little to no risk for using it.
The Spell/Traps also provide standard support (e.g. searcher, negation Counter Trap, a reviver) in addition to providing ATK to your monsters in one way or another. For example, it can be a temporary large boost, a small permanent boost, and so on. Also some remain on the field, becoming Cont. Spell/Traps that provide ATK to your monsters.

Example:

Calorify Pixie
LIGHT/Pyro/Level 2/Effect/Tuner
800/100
If this card is Normal or Special Summoned: You can add 1 "Calorify" monster from your Deck to your hand.
This cards gains these effects depending on its current ATK.
1000+ ATK: Cannot be destroyed by battle.
1500+ ATK: The effects of your opponent's monsters on the field cannot be activated.
1800+ ATK: (Quick Effect): You can Tribute this card; Special Summon 1 Level 2 to 3 "Calorify" monster from your hand, Deck or GY. This effect cannot be negated. Your opponent cannot activate cards or effects in response to the Summon of the monster Summoned by this effect.
You can only use each effect of "Calorify Pixie" once per turn.


Next:
Abyssquallo




 

Wow its good one..look like fun to play it. As much gains ATK, as strong effect you gain too.

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3 hours ago, Darj said:

Next:
Abyssquallo

Abyssquallo

This archetype is contain 3 type of monster: Reptile, Insect, and  Aqua, with the Attribute DARK. Had a unique requirement to Summon. Each monster on this archetype cannot be Normal Summon, but can Special Summoned when get banish. When Dark World or Fabled liked to be discarded, this archetype liked to be banishing.

For example:

Liggaritor of the Abyssquallo

[DARK] Lvl 4 [Reptile/Effect]

ATK/1900  DEF/1500

Cannot be Normal Summoned. When this card is banished, you can Special Summon this card. Once per turn: You can discard this card from your hand, then target 1 card your opponent control; banish that target, and if you do, banish 1 card from your hand (except "Liggaritor of the Abyssquallo").

Of course this archetype had various Spell/Trap card with their banishing effect to support. Had a Ritual and Link monster as a Boss.

Next: Carnilink

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Carnilink (Carnival + Link)
Archetype of monsters with different Attributes and Types (including Fiend, Spellcaster and Fiend pranksters, also other Types such a pesky Dragons, Wyrms, Plant, Machines, etc.) whose main playstyle is extending to Summon Link monsters, whose gimmick is, rather than building co-links, is linking monsters in succession to gain assorted effects, as a reference to a parade, a line, etc. The longer the "line" of linked monsters, the stronger the gained effects. Think of Tri-gate Wizard that instead of co-links, requires monsters linked in succession. They are named after things one would find in a carnival, from amusement structures like  a roller coaster, to snacks like popcorn and cotton candy.
In order to further support their "link lines" playstyle, even the non-Link monsters come with effects that make them be treated as if they have a Link marker of your choice. That way, the archetype is not as vulnerable when building the Link lines that normally would require overextended plays.

Carnilink Poppycorn
FIRE/Plant/Effect/Tuner
Level 2
800/1000
If you control 2 or more "Carnilink" cards, you can Special Summon this card (from your hand). If this card is Summoned: Declare 1 Link marker direction; this card is treated as having a Link marker pointing towards that direction. This effect cannot be negated. If a card(s) you control would be destroyed while this card is your field or GY and you control 3 or monsters Linked in succession, you can banish this card instead.

Next:
Harboreal

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Harboreal

Is the WATER Machine-type monster, that has variates of Flip effect and also used Token like "Mecha Phantom". I will give you'll card example, so, you all guys can imagine how this archetype work.

Harboreal Nympho X88 [WATER]

LV 4/Machine/Flip/Effect

(400/2000)

FLIP: You can Special Summon 2 "Warship Token" (Machine/WATER/Lvl 2/ATK 400/DEF 300). You can shuffled this card from your GY to the Deck, then tribute 1 Token you control: Add 1 "Harboreal Anti Wave" card from your Deck or GY to your Hand. You can only activate this effect of "Harboreal Nympho X88" once per turn.

Harboreal Anti Wave

(Continues Spell Card)

Once per turn (Quick Effect): You can Special Summon 1 "Warship Token" (Machine/WATER/Lvl 2/ATK 400/DEF 300). While you control Token, your opponent cannot attack your face-down Defense Position monsters. When this card would be destroyed by card effect, you can tribute 1 Token you control instead.

Harboreal G-Dive 01 [WATER]

LV 1/Machine/Flip/Effect

(200/250)

FLIP: Return 1 random card from your opponent Hand to the Top of their Deck, then you can Draw 1 card. You can tribute 1 Token on the field: Special Summon this card from your GY in face-up or face-down Position. You can only used each effect of "Harboreal G-Dive 01" once per turn.

Maybe you'll can imagine how this archetype work right.

 

Next: Angel★Sister

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  • 2 weeks later...

Angel★Sister

Live★Twins meets Exosisters meets Darklords. Archetype of LIGHT Fairy maindeck monsters and DARK Fairy Fusion monsters, known as "Angel★Fallen", whose theme is the LIGHT Fairies presenting themselves as benevolent beings in nun or maiden attires that help their communities with goodwill, small miracles and the like, when secretly they are DARK fallen angels that subtly tempt beings once they earn their trust, while they wait and set up prophecies that once fulfilled will bring darkness to the world. They have a setting of the middle ages, so not exactly a modern atmosphere such as with Live Twins and Exosisters.

Unlike Exisisters, the Angel Sisters "evolve" when a card goes to either GY, rather than a card leaving the GY. That ought to make their "evolving" conditions much easier to fulfill.

The Levels of the maindeck monsters range from 1 to 4, while the Fusions are Level 5-10 and to some degree can work with Darklords, an archetype that they are also associated with, lore-wise. However, despite their high Levels, they do not exactly have potent effects that match said Level except for some Fusions of higher order that cannot be shortcut into through the Maindeck monsters as easily.


Angel★Sister Antoinette
LIGHT/Fairy/Effect
Level 4
1000/1800
If you control no monsters, or only Fairy Monsters: You can Special Summon this card from your hand, and if you do, your opponent takes 350 damage. If a card(s) is sent to either GY (except during the Damage Step): You can banish this card, and if you do, Special Summon from your Extra Deck, 1 "Angel★Fallen" Fusion Monster. (This is treated as an Fusion Summon.) You can only use each effect of "Angel★Sister Antoinette" once per turn.


Next:
Exystocin

Edited by Darj
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Exystocin

A psychic archetype of Level 1-4 monsters of each elemental attribute. The archetype is like a revamped version of the old "Element" series except with Rank 4-6 Xyzs as their payoffs.

The main deck's Level 3 & 4 are the main consistency boosters while the Level 1 & 2 are supplementary while also having a common (SOPT) effect to change themselves and another Exytocin to the sum of both Levels.

Each of the Xyzs have multiple effects based on which Attributes they have as Material. Their strength comes from their flexibility, with multiple ways to make each Xyz and easily flowing from aggro to control when needed. Their backrow support complements this freeflow, consisting almost entirely of recycling, material attaching, and 1-card Xyz enablers.

Given how they need other archetype members to function, this deck would mostly function as a "core" to be supplemented with outside engines rather than the other way around.

Next: Dirigibomb/Dirigiblow

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19 minutes ago, Tinkerer said:

Next: Dirigibomb/Dirigiblow

New Archetype call "Dirigibomb" and/or "Dirigiblow". An archetype of Machine and Pyro monster with unique effect, which give your opponent an option to negate their effects, but in some cases, that's what the cards in this archetype want it. or I can call it "purpose on purpose" OR "pay or Kaboom". Example:

Dirigibomb Alfredo

LV 3/DARK/Machine/Effect

(1300/900)

When this card Normal or Special Summon, you can target 1 card your opponent control; destroy that target. Your opponent can negate this effect by pay 1000 LP. You can only activate this effect once per turn.

Explosion is Art

(Field Spell Card)

Each time a card or effect that you owns is negates: Inflict 800 damage to your opponent LP. During your End Phase, inflict 350 damage to your opponent for each face-up "Dirigibomb" or "Dirigiblow" you control. Your opponent can negate this effect by pay 1000 LP.

Dirigiblow Splashnamite

LV 3/FIRE/Pyro/Xyz/Effect

(500/2500)

2 Level 3 "Dirigibomb" monsters

While has a material on it, you can target 1 monster on the field: Inflict damage to your opponent equal to that target Original ATK. You can only activate this effect once per turn. Once per chain, when card or effect that you own is negates: You can detach 1 material from this card; add 1 "Dirigibomb" card from your Deck to your hand.

Dirigibomb Feldorius

LV 3/DARK/Machine/Effect

When you control "Dirigibomb" monsters, you can Special Summon this card from your hand. You can only Special Summon "Dirigibomb Feldorius" once per turn this ways. Once per turn: Draw 1 card. Your opponent can negate this effect by discard 1 Spell Card from their hand.

You can imagine how much Fun to play this archetype right (maybe) hehe

 

Next: HolaBread

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10 hours ago, Yuma Kaiba said:

HolaBread

a series of monsters representing ingredients assossiated with deserts

the spells a collection of baking tools and actions that have the ability to include souls as an ingredient manifest in the final products being pendulum monsters

ed monsters might get an extra effect depending on the spell used for their summon

 

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